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[a]Ancient Ascetic
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Topic Started: Wed Sep 17, 2014 2:41 am (590 Views)
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Luna Moore
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Wed Sep 17, 2014 2:41 am
Post #1
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- http://imythess.com/topic/5170113/1/?x=0#post8055011
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Prerequisites Checklist:
- Who am I? Luna Moore, property of one Aeyliea the Great and Terrible.
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Oh. Oh yes.
- Do I have at least 150 gold sitting on this character's account? ....and then some :3
Why should you accept this custom PrC concept? Specifically revolving around Luna, and maybe others: Her innate skill and talent with magic, mana, and sorcery far outstrips most who call themselves casters and wizards. While it is quite possible to produce magical enhancement effects by casting spells upon yourself, I have always felt it unecessary for someone who is so in tune with the ebb and flow of sorcery to have to stoop to merely casting a spell to achieve these effects. Also, I believe infusing oneself with mana in its raw state should rednered additional effects that mundane spells do not grant. It need not be necessary to be martially skilled for this end, but...well, it won't hurt.
Much.
Ancient Ascetic Custom PrC: Luna Moore
From years of practice controlling magic to cast spells, you have learned how to tame the wild flow, and perhaps even use it in ways that others might not consider possible. The Ancient Ascetic is someone who has dedicated their life to the study of magic, and who has perfected the art of melding melee combat with their sorcery, wedding them into a deadly melange of might and magic. Their specialty is using magic to push their body beyond the normal bounds.
The Majority of Ancient Ascetic abilities are magical in nature. **Ascetic abilities may not be used with other than blunt weapons or hands and feet.
Prerequisites
- Must be primarily a casterr.
- May not be owned in conjunction with any Martial PrC.
- Must have Journeyman skill in Knowledge: Arcana.
- Must have Adept or higher in either Unarmed Combat or Blunt Weapon skill.
<This is where your pricing table will go.>
Flowing Infusion: By channeling a portion of the mana you use to cast spells, you can enhance your physical attributes greatly. There is a cost for doing so, though. Channeling energy in this way will decrease your capacity to cast spells by a quarter for each Flowing Infusion that is currently active. Until level five, you may only use one Infusion at a time, and once you are able to use two it should be noted that the casting penalties stack. Infusions last for three rounds before expiring, with a two round cool down before another can be applied. Once the ability to use two Infusions is reached, and if it is desired to use two, both must be activated at the same time. Using two infusions decreases the duration of both to two rounds, and increases the cool down to three rounds. All Infusions share the same timer. Flowing Infusions may not be dispelled or countered, save by anti-magical effects. Outside of combat, Infusions have no cool down or duration, but still must not exceed the limitation in number of active effects.
Level One
- Flowing Infusion: The Eternity of Stone: You increase your fortitude and sturdiness by roughly a quarter. It becomes more difficult to injure the Ascetic, and any injuries sustained have less of an effect of the Ascetic's performance in combat or elsewhere. This effect is much more pronounced if used after you have cast, or in the middle of casting, any spell from the Earthe Magic shop. If used in that instance, you will suffer a solid increase in resilience equal to roughly half again the norm.
- Mana Shift: Owing to your specializing in channeling magic rather than drawing it through mundane means, any time an enemy caster strikes you with a spell, and so long as you remain conscious following the conclusion of this attack, a portion of the mana that was used to generate the attack will be absorbed by the Ancient Ascetic. Each normal spell that strikes the Ascetic will generate half the mana required to cast a normal spell and one sixth the mana required to cast an epic spell. Each epic spell thus absorbed will generate twice as much mana as a normal spell similarly absorbed..
Level Two
- Disruptive Blow: You imbue your next unarmed blow with an incredible concentration of mana. If the blow touches the target, flesh or armor or even weapon, a pulse of concentrated mana will wash through the victim. The effect is immediate; the wave of mana disrupts normal muscle function, temporarily paralyzing the afflicted body part. If an attack is blocked, the hand and arm holding the weapon will be afflicted. This effect lasts for two rounds. This ability may be used once per fight.
Level Three
- Flowing Infusion: Wither The Wind Blows: You increase your agility and speed roughly one quarter, becoming more evasive, swifter in attack and defense, and fleeter of foot. If this ability is used after or during a spell from the Aire Magic shop being cast, this bonus increases to a significant boost in speed, roughly half again your normal. This ability may not be used if Haste or Blur have been cast on the Ascetic, and if either is cast on the fist while it is active, Whither the Winds will be canceled.
Level Four
- Meteodrive: You focus the greater part of the mana flowing through you, losing the ability to cast spells entirely for two rounds. You may still use Ancient Ascetic abilities, but will be unable to cast. You launch forward with the speed of a meteor streaking across the heavens, flying at your foe with the power of the pent mana. This attack is capable of taking a foe off of their feet, and if well enough placed, even of breaking bones, shredding clothing and flesh, and damaging armor. This ability is not fatiguing, but it does require a similar amount of mana as casting an Epic Level spell would. Meteodrive may only be used twice per fight, but may be used in quick succession. The anti-casting penalty is not cumulative.
Level Five
- Ascetic's Rage: You have grown so accustomed to using your own flesh as a conduit for power that you can greatly increase the flow and intensity of magic you channel. For two rounds, the potency of your Infusions (Wither the Wind Blows, Eternity of Stone, Wedded in Flames) is doubled, the spell casting penalty is negated, and any offensive abilities effects become slightly more potent. If any Infusion is currently active, it will remain active until the completion of Ascetic's Rage. You may choose to flare a single Infusion, increasing its potency to deified power, a staggering three times the normal level of whichever attribute you choose. Alternately, the Ascetic may choose to supercharge a single spell cast, doubling its damage in addition to allowing up to four meta-magic feats to be used in conjunction with the casting. A spell cast this way is cast instantly. If the Ascetic choose to flare a spell or an infusion, Ascetic's Rage will wear off the following round. Ascetic's Rage is moderately fatiguing, and following its conclusion it will be impossible to use Ancient Ascetic abilities for three rounds. This ability may be used once per fight.
- Flowing Infusion: Wedded by Flames: You channel Fire through your flesh and blood, increasing your physical strength and stamina by roughly a quarter. If this ability is used following the casting, or during the casting of a Fyre Magic shop spell, this boost in stamina is increased by a significant amount , roughly half again your normal strength. This ability may not be used while under the effect of Bull's Might or Draconic Might, and if either spell is cast on the Ascetic while it is active, Wedded by Flames will be canceled.
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Leyanni[Adm]
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Thu Oct 23, 2014 2:23 am
Post #2
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- Posts:
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- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
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Right up front: This PrC is a bit messy so I might not understand everything as-written. I would suggest for understanding's sake revising your abilities a bit for conciseness and clarity of language.
There are also references to the old name, Mystic Fist in the levels. This cprc also refers to the old names of the magic shops and not the newer, more simple names. It's fine if you like to keep it oldschool but I'm just pointing that out.
Flowing Infusion Is this an accurate interpretation of your metarule: You gain the ability to use a single infusion at level one, and at level five you may use two. Using a flowing infusion decreases the damage of your spells and magical abilities by a quarter for each active infusion. A single infusion can be active for three posts and after the infusion has expired there is a two post cooldown period before more infusions can be used. Two infusions may be activated for two posts with a three post cooldown. Additional infusions cannot be activated during another infusion's duration or cooldown.
Eternity of Stone Does the pain/injury dampening effect apply to injuries gained before Eternity of Stone is activated? I assume by "half again the norm" you mean there's been an effective boost to something like 37.5% damage reduction? The norm could also be taken to refer to the character's normal defensive abilities, so that'd be a 50% damage reduction.
Mana Shift Rules for epic vs normal spell casting mana is "more", we don't really quantify it given not all epic spells are equally epic. Quantifying it here would act like we have an actual hard rule on the matter.
So, for every two regular spell hits you gain one regular spell. For every six epic spell hits...you might as well not mention it, because you'll probably never take six epic spells to the face. So one half of this ability(normal spells) is quite strong assuming they don't chuck PrC abilities at you which don't appear to count for this. The second half is unfortunately really quite weak since it would only come up in a situation where you are outnumbered(and likely already dead) or fighting someone who is fearsomely exploiting the largely undefined mana system.
Disruptive Blow I'm kinda erring on this being a bit too powerful but I want another staff member's opinion. It seems like it could be a bit crippling given how easy it is to deliver the paralysis.
Whither the Wind This has a different descriptor than Eternity of Stone when it comes to the potency. So does this get the same increase as Eternity of Stone(either 25/37.5% or 25/50% depending on interpretation of "half again the norm") or is it different? These two need parity.
Meteodrive You focus the greater part of the mana flowing through you, losing the ability to cast spells entirely for two rounds. You may still use Ancient Ascetic abilities, but will be unable to cast.
Err, as written this has two interpretations: It is either redundant(you say cannot cast twice) or it says you can't cast ancient ascetic abilities even though you can use them. I assume redundancy.
More importantly, "if it is well placed" is ambiguous and can lend to a variety of interpretations of the ability's "placement" and final damage. I would also prefer if you use a more typical way of explaining damage, because shredding flesh/breaking bones sounds very very fatal to me.
Ascetic's Rage This ability refers to "Wedded by Flames" as "Wedded in Flames". I'm going to dismantle it so I can parse it better:
Spoiler: click to toggle For two rounds, the potency of your Infusions (Wither the Wind Blows, Eternity of Stone, Wedded in Flames) is doubled,
the spell casting penalty from infusions is negated,
and any offensive abilities effects become slightly more potent.
If any Infusion is currently active, it will remain active until the completion of Ascetic's Rage.
You may choose to flare a single Infusion, increasing its potency to deified power, a staggering three times the normal level of whichever attribute you choose.
Alternately, the Ascetic may choose to supercharge a single spell cast, doubling its damage in addition to allowing up to four meta-magic feats to be used in conjunction with the casting.
A spell cast this way is cast instantly.
If the Ascetic choose to flare a spell or an infusion, Ascetic's Rage will wear off the following round. Ascetic's Rage is moderately fatiguing, and following its conclusion it will be impossible to use Ancient Ascetic abilities for three rounds.
This ability may be used once per fight.
This has seven potential positive effects. It needs a bit of simplification, I think. It needs to do less because right now it doubles, boosts the duration of a double infusion to three posts(and this ability's penalty is identical to the double infusion's cooldown, effectively negating it) and then throws a general offensive ability boost in as well.
The infusion "flare" has some wording issues. As written, it potentially reduces the infusion's power. The "normal" power of an infusion is 25%, so flaring it would increase it to 75%. If you did not flare the infusion, and had met the requirements to boost the infusion's power to 50%, you'd have 100% just from casting Ascetic's Rage. So this needs a bit of cleaning so it works properly.
The second ability lets you flash someone in the face with something that doesn't really have a flight time, like Enervation. Probably a bit much tbh.
Wedded by Flames This is fine, and probably has the best wording of the Infusions. It doesn't need the word "roughly", since we like clean 25 percents so much.
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Luna Moore
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Wed Nov 5, 2014 11:58 pm
Post #3
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- Posts:
- 33
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- Role-Players
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- Hair
- Reddish brown
- Eyes
- Brown, faint opalescance
- Skin
- Pale
- Link to Inventory
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- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5170113/1/?x=0#post8055011
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I will do some cleanup later on this evening. Probably just rewrite the whole thing to make it ....clearer lol
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Luna Moore
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Thu Nov 6, 2014 2:07 am
Post #4
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- Posts:
- 33
- Group:
- Role-Players
- Member
- #12,024
- Joined:
- June 1, 2013
- Gender
- Female
- Species
- Human/Sidhe
- Build
- Slight
- Height
- 4'9"
- Weight
- 119
- Age
- 32 (still looks teenish)
- Hair
- Reddish brown
- Eyes
- Brown, faint opalescance
- Skin
- Pale
- Link to Inventory
- http://imythess.com/topic/5171720/1/?x=0#post8056713
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5170113/1/?x=0#post8055011
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Changelog - Reverted back to hard percentages because I feel it more clearly states the intent of the abilities.
- Made a massive overhaul to clarity of abilities and the PrC in general.
- Changed disrutpive blow to be a touch less powerful.
- Changed Mana shift. You shouldn't have mentioned PrC stuff

Prerequisites Checklist:
- Who am I? Luna Moore, property of one Aeyliea the Great and Terrible.
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Oh. Oh yes.
- Do I have at least 150 gold sitting on this character's account? ....and then some :3
Why should you accept this custom PrC concept? Specifically revolving around Luna, and maybe others: Her innate skill and talent with magic, mana, and sorcery far outstrips most who call themselves casters and wizards. While it is quite possible to produce magical enhancement effects by casting spells upon yourself, I have always felt it unecessary for someone who is so in tune with the ebb and flow of sorcery to have to stoop to merely casting a spell to achieve these effects. Also, I believe infusing oneself with mana in its raw state should rednered additional effects that mundane spells do not grant. It need not be necessary to be martially skilled for this end, but...well, it won't hurt.
Much.
Ancient Ascetic Custom PrC: Luna Moore
From years of practice controlling magic to cast spells, you have learned how to tame the wild flow, and perhaps even use it in ways that others might not consider possible. The Ancient Ascetic is someone who has dedicated their life to the study of magic, and who has perfected the art of melding melee combat with their sorcery, wedding them into a deadly melange of might and magic. Their specialty is using magic to push their body beyond the normal bounds.
The Majority of Ancient Ascetic abilities are magical in nature. **Ascetic abilities may not be used with other than blunt weapons or hands and feet.
Prerequisites
- Must be primarily a casterr.
- May not be owned in conjunction with any Martial PrC.
- Must have Journeyman skill in Knowledge: Arcana.
- Must have Adept or higher in either Unarmed Combat or Blunt Weapon skill.
<This is where your pricing table will go.>
Flowing Infusion: By channeling a portion of the mana you would otherwise use to cast spells, the Ascetic may enhance various physical traits and characteristics. These abilities may not be countered and activate instantly. Magic mitigation fields reduce the effectiveness of Flowing Infusions. At level one, a single Infusion may be used; at this stage Flowing Infusions last for three combat rounds before wearing, requiring two combat rounds to cool down. At level five, a second infusion may be used; use of two Infusions reduces the length of the effect to two rounds with a three round cool down. All infusions share the same cool down timer; multiple infusions must be used on the same turn. Each infusion reduces spell power by a quarter, and this effect may not be mitigated in any way.
Level One
- Flowing Infusion: The Eternity of Stone: You increase your fortitude and sturdiness by a quarter. It becomes more difficult to injure the Ascetic, and any injuries sustained have less of an effect of the Ascetic's performance in combat or elsewhere. If activated after an injury is recieved, Eternity of Stone will added in pain resistance and mitigate further injury (Eg, blood loss) while it is active. This effect is greatly enhanced if used after casting a spell from the Earth Magic shop, or during the casting of such a spell. If used during or after such a cast, the damage mitigation and pain resistance rises to fifty percent.
- Mana Shift: Owing to your specializing in channeling magic rather than drawing it through mundane means, any time an enemy caster strikes you with a spell, and so long as you remain conscious following the conclusion of this attack, half of the mana that was used to generate the attack will be absorbed by the Ascetic. Magic-based prestige classed abilities and attacks will also restore mana to the Ascetic, though the amount gained from such attacks is far less than through offensive magic.
Level Two
- Disruptive Blow: You imbue your next unarmed blow with an incredible concentration of mana. If the blow touches the target, flesh or armor or even weapon, a pulse of concentrated mana will wash through the victim. The effect is immediate; the wave of mana disrupts normal muscle function, causing temporary partial paralysis of the afflicted body part. This effect makes it difficult to control the afflicted limb, reducing coordination and strength substantially. Disruptive Blow cannot affect the torso or head. This effect lasts for two rounds. This ability may be used once per fight.
Level Three
- Flowing Infusion: Wither The Wind Blows: You increase your agility and speed by one quarter, becoming more evasive, swifter in attack and defense, and fleeter of foot. If this ability is used after or during a spell from the Air Magic shop being cast, this bonus increases to fifty percent more than your base speed and agility. This ability may not be used if Haste or Blur have been cast on the Ascetic, and if either is cast on the Ascetic while it is active, Whither the Winds will be canceled.
Level Four
- Meteodrive: You focus the greater part of the mana flowing through you, losing the ability to cast spells entirely for two rounds. You may still use Ancient Ascetic abilities. You launch forward with the speed of a meteor streaking across the heavens, flying at your foe with the power of pent mana. This attack is capable of taking a foe off of their feet, even of breaking bones, and damaging armor. This ability is not fatiguing, but it does require a similar amount of mana as casting an Epic Level spell would. Meteodrive may only be used twice per fight, but may be used in quick succession. The anti-casting penalty is not cumulative.
Level Five
- Ascetic's Rage: You have become so accustomed to channelign the flow of power throuigh your flesh that occasionally you can push what was already beyond the limit a step further. For three rounds after activation, the duration and cool down timers of Flowing Infusion is negated, the spell penalty for Infusions is negated as well, and the strength of Infusions are doubled. Additionally, while Ascetic's Rage is active, the Ancient Ascetic may change which Infusion is active up to once per post, and may use two instances of the same Infusion at once, if desired. On the fourth round, Ascetic's Fury will deactivate, and any Infusions active will cease. For three rounds following the end of Ascetic's Rage, all Ancient Ascetic's abilities will be unavailable. This ability is moderately fatiguing, and may be used once per fight.
- Flowing Infusion: Wedded by Flames: You channel Fire through your flesh and blood, increasing your physical strength and stamina by a quarter. If this ability is used following the casting, or during the casting of a Fire Magic shop spell, this boost in stamina is increases to fifty percent more than your normal strength. This ability may not be used while under the effect of Bull's Might or Draconic Might, and if either spell is cast on the Ascetic while it is active, Wedded by Flames will be canceled.
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Leyanni[Adm]
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Sat Nov 22, 2014 12:15 am
Post #5
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- Posts:
- 150
- Group:
- Admins
- Member
- #11,267
- Joined:
- April 30, 2010
- Gender
- Female
- Species
- Half-Elven
- Height
- 5'7"
- Age
- 28
- Hair
- Black
- Eyes
- Yellow
- Skin
- Dark Brown
- Name
- Leyanni Kah
- Link to Inventory
- http://imythess.com/topic/890145/1/
- Link to Alt Registry
- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
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Flowing Infusion - Still a few grammar problems in there. They'll have to be cleaned up eventually.
FI:Stone - This needs clarifying still. Right now, the pain resistance triggers after injury. But the activation of the ability post-earth spell still references the pain resistance. Does the earth spell+FI:Stone boost of the ability also activate the pain resistance without an injury? This could probably do with some simplification.
Mana Shift - Easily the most potent mana-leaching ability on Imy. I'm not sure of how powerful it is.
Disruptive Blow - This is okay, but I really want to see what another staff member thinks of it.
FI: Wind - Fine
Meteodrive - The name might be confusing, Kagiso's CPrC has an ability named "Meteordrive". The fluff needs a bit of a tweaking as well, considering the speed of a meteor makes me imagine Luna combusting in mid-air. As written it currently really benefits you "spiking" your opponent with both meteodrives in a single post for seriously massive damage.
Rage - This ability strongly encourages you to use it on the third or fourth post of a fight. It doesn't give you a real advantage if you use it earlier than that. I'd say due the writing in this PrC right now it isn't actually very flexible. Open with Wedded by Flame/Trust in Wind + meteodrive, whack your opponent around, meteodrive on the next post, activate Ascetic's Rage on the third post and go to town with Flame/Stone, because you want Stone's boost to defense after you've incurred that earlier injury, while Wind's speed boost is more helpful to mitigate injury before that. If you don't want to use meteodrive, you are best off activating an earth spell in your first post and then on the next post activating a fire spell to get the juicy boosts on both when you activate Stone/Fire infusions. When your infusions move to cooldown, activate Ascetic's Rage for the huge boosts and fire off both Meteodrives during its cooldown.
I'd suggest considering some methods to make the cprc less...forceful in how it advances if you want to get the most out of it. How you choose to handle this ability really determines if the FIs are fine as they are now or not. Alone they aren't bad, but this ability has a long enough duration it could very well take up half of a fight.
FI: Fire - This is fine.
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Luna Moore
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Sat Nov 22, 2014 5:17 am
Post #6
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- Posts:
- 33
- Group:
- Role-Players
- Member
- #12,024
- Joined:
- June 1, 2013
- Gender
- Female
- Species
- Human/Sidhe
- Build
- Slight
- Height
- 4'9"
- Weight
- 119
- Age
- 32 (still looks teenish)
- Hair
- Reddish brown
- Eyes
- Brown, faint opalescance
- Skin
- Pale
- Link to Inventory
- http://imythess.com/topic/5171720/1/?x=0#post8056713
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5170113/1/?x=0#post8055011
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Changelog - Changed the metarule for Flowing Infusions. All infusions last 3 posts as opposed to changing dependent on number of active infusions, and each infusion has its own timer now.
- Made a minor change to Ascetics Rage.
- Removed Meteodrive, replaced it with Potent Strike.
- Removed Mana Shift, replaced it with Chakra.
Prerequisites Checklist:
- Who am I? Luna Moore, property of one Aeyliea the Great and Terrible.
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Oh. Oh yes.
- Do I have at least 150 gold sitting on this character's account? ....and then some :3
Why should you accept this custom PrC concept? Specifically revolving around Luna, and maybe others: Her innate skill and talent with magic, mana, and sorcery far outstrips most who call themselves casters and wizards. While it is quite possible to produce magical enhancement effects by casting spells upon yourself, I have always felt it unecessary for someone who is so in tune with the ebb and flow of sorcery to have to stoop to merely casting a spell to achieve these effects. Also, I believe infusing oneself with mana in its raw state should rednered additional effects that mundane spells do not grant. It need not be necessary to be martially skilled for this end, but...well, it won't hurt.
Much.
Ancient Ascetic Custom PrC: Luna Moore
From years of practice controlling magic to cast spells, you have learned how to tame the wild flow, and perhaps even use it in ways that others might not consider possible. The Ancient Ascetic is someone who has dedicated their life to the study of magic, and who has perfected the art of melding melee combat with their sorcery, wedding them into a deadly melange of might and magic. Their specialty is using magic to push their body beyond the normal bounds.
The Majority of Ancient Ascetic abilities are magical in nature. **Ascetic abilities may not be used with other than blunt weapons or hands and feet.
Prerequisites
- Must be primarily a casterr.
- May not be owned in conjunction with any Martial PrC.
- Must have Journeyman skill in Knowledge: Arcana.
- Must have Adept or higher in either Unarmed Combat or Blunt Weapon skill.
<This is where your pricing table will go.>
Flowing Infusion: By channeling a portion of the mana you would otherwise use to cast spells, the Ascetic may enhance various physical traits and characteristics. These abilities may not be countered and activate instantly, though magical mitigation fields may reduce their overall effectiveness. Until level five, only one Flowing Infusion may be active at any time, and all Infusions last for three posts with a two post cool down time. At level five, the Ancient Ascetic may use two Infusions at one time. Unless under the effect of Ascetic's Rage, only one instance of any Infusion may be active at one time. Each infusion reduces spell power by a quarter, and this effect may not be mitigated in any way.
Level One
- Flowing Infusion: The Eternity of Stone: Infusing your flesh with the power of Earth, you gain a resistance to pain and injury. The Ascetic does not feel pain as intensely, and is more difficult to hurt physically. This effect is greatly enhanced if used after casting a spell from the Earth Magic shop, or during the casting of such a spell. If used during or after such a cast, the damage mitigation and pain resistance rises to fifty percent.
- Chakra: By burning one active Infusion, depleting the remainder of its duration in a single burst of mana, the Ascetic may wash away any fatigue generated from physical exertion (this does not include fatigue from casting spells or PrC abilities) and regenerate any wounds they have sustained - lesser wounds will be healed completely, while more serious injuries may only be partly healed, enough to prevent death or to regain some measure of use from badly injured limbs. This ability may be used once per fight.
Level Two
- Disruptive Blow: You imbue your next unarmed blow with an incredible concentration of mana. If the blow touches the target, flesh or armor or even weapon, a pulse of concentrated mana will wash through the victim. The effect is immediate; the wave of mana disrupts normal muscle function, causing temporary partial paralysis of the afflicted body part. This effect makes it difficult to control the afflicted limb, reducing coordination and strength substantially. Disruptive Blow cannot affect the torso or head. This effect lasts for two rounds. This ability may be used once per fight.
Level Three
- Flowing Infusion: Wither The Wind Blows: You increase your agility and speed by one quarter, becoming more evasive, swifter in attack and defense, and fleeter of foot. If this ability is used after or during a spell from the Air Magic shop being cast, this bonus increases to fifty percent more than your base speed and agility. This ability may not be used if Haste or Blur have been cast on the Ascetic, and if either is cast on the Ascetic while it is active, Whither the Winds will be canceled.
Level Four
- Potent Strike: By further focusing an active Infusion, you can attack with incredible potency. The strength of the attacks depends on the strength of the Infusion burned to create them. Burning an Infusion for a Potent Strike depletes the remaining duration of any Infusion so spent. Potent Strike may be used twice per fight.
Meteoric Strike [Wedded By Flames]: You focus the Fire mana coursing through your veins into a singularly terrifying strike. Any attack made under the effect of Meteoric Strike hits with enough force to dent heavy armor, break bones, or cause other similar damage. This attack must be made within melee range, and fully commits the Ascetic to the attack, making it difficult to defend the following combat round.
Hurricane Burst [Wither The Wind Blows] You focus the Air mana flowing through your veins into a unbelievably swift attack. Any attack made under the effect of Hurricane Burst propels the Ascetic at high speed a maximum of fifteen feet toward their foe. The Ancient Ascetic is completely committed to the attack while using Hurricane Strike, and may have difficulty defending themselves in the round following the attack.
Landslide Strike [Eternity of Stone]: You focus the Earth mana channeled through your flesh, granting your strike the inevitability of death (and taxes!). Any strike made under the effect of Landslide Strike is extremely difficult to block, deflect, or otherwise turn aside; effective blocks and parries will still transfer the force of the strike, just into the hands and arms of the defender. The attack commits the Ascetic fully to the offensive, and makes it difficult to be on the defensive for the following round.
Level Five
- Ascetic's Rage: You have become so accustomed to channeling the flow of power through your flesh that occasionally you can push what was already beyond the limit a step further. For three rounds after activation, the cool down timers of Flowing Infusions are negated, the spell penalty for Infusions is also negated, and the strength of Infusions are doubled. Additionally, while Ascetic's Rage is active, the Ancient Ascetic may change which Infusion is active up to once per post, and may use two instances of the same Infusion at once, if desired. On the fourth round, Ascetic's Fury will deactivate, and any Infusions active will cease. For three rounds following the end of Ascetic's Rage, all Ancient Ascetic's abilities will be unavailable. This ability is moderately fatiguing, and may be used once per fight.
- Flowing Infusion: Wedded by Flames: You channel Fire through your flesh and blood, increasing your physical strength and stamina by a quarter. If this ability is used following the casting, or during the casting of a Fire Magic shop spell, this boost in stamina is increases to fifty percent more than your normal strength. This ability may not be used while under the effect of Bull's Might or Draconic Might, and if either spell is cast on the Ascetic while it is active, Wedded by Flames will be canceled.
Edited by Aeyliea, Sun Nov 23, 2014 4:30 am.
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Leyanni[Adm]
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Sat Nov 22, 2014 5:02 pm
Post #7
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At this point it would be nice to see what another staff member thinks. Overall I think this really needs final tweaking now.
Chakra - Regenerating all physical fatigue is a bit much considering how many faightan PrCs/abilities rely on fatigue and we've been very sparing with fatigue regen.
Potent strike is fine.
Ascetic's Rage is fine as a clear "finisher" ability now.
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Aeyliea
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Sat Nov 22, 2014 6:39 pm
Post #8
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- http://imythess.com/topic/5169779/1/#new
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The fatigue reduction effect from Chakra needs to be reworded; it is intended to remove fatigue gained from physical action only, but not fatigue generated through casting or PrC abilities. So like....if she runs for a really long while and gets tired, or fights fisticuffs style for a long while, it will wash that kind of fatigue away entirely.
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Vander
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Mon Dec 8, 2014 2:27 am
Post #9
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- 5'11"
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- 135 lbs.
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- 20
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- Auburn
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- Hazel
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- Van
- Link to Inventory
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For the sake of time, I'm only gunna be looking at the most recent post of the cPrC and feedback since.
I kinda like it. It's got a real 'Monk' feel to it, but more of a Magic Monk rather than a Fighter Monk, as far as battle-Monking goes.
Questions:
Flowng Infusion: The Eternity of Stone -The other Infusions have 'a quarter' as a descriptor in them for an un-empowered version. Is there a reason it's not in this one? I only ask because it says "increses to 50%" near the end of the description.
Disruptive Blow -It says "unarmed strike", so either this can't be used with blunt weapons (and should specifically exclude them in the description), or you can remove the qualifier left over from when it was (presumably) an unarmed-only cPrC. There's already a disclaimer that the abilities only work with blunt weapons and 'hands and feet'.
Nitpicking:
**Ascetic abilities may not be used with other than blunt weapons or hands and feet. -->**Ascetic abilities may not be used with anything other than blunt weapons or unarmed strikes.
Must be primarily a casterr. -->Must be primarily a caster.
Flowing Infusion: Wedded by Flames -It's Bull's Strength, not Bull's Might.
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Luna Moore
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Mon Dec 8, 2014 3:10 am
Post #10
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- Posts:
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- Human/Sidhe
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- 4'9"
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- 119
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- 32 (still looks teenish)
- Hair
- Reddish brown
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- Brown, faint opalescance
- Skin
- Pale
- Link to Inventory
- http://imythess.com/topic/5171720/1/?x=0#post8056713
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5170113/1/?x=0#post8055011
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Changelog - Cleaned up minor cosmetic bits, fixed the omission of the 25% modifier on eternity of stone!
Prerequisites Checklist:
- Who am I? Luna Moore, property of one Aeyliea the Great and Terrible.
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Oh. Oh yes.
- Do I have at least 150 gold sitting on this character's account? ....and then some :3
Why should you accept this custom PrC concept? Specifically revolving around Luna, and maybe others: Her innate skill and talent with magic, mana, and sorcery far outstrips most who call themselves casters and wizards. While it is quite possible to produce magical enhancement effects by casting spells upon yourself, I have always felt it unecessary for someone who is so in tune with the ebb and flow of sorcery to have to stoop to merely casting a spell to achieve these effects. Also, I believe infusing oneself with mana in its raw state should rednered additional effects that mundane spells do not grant. It need not be necessary to be martially skilled for this end, but...well, it won't hurt.
Much.
Ancient Ascetic Custom PrC: Luna Moore
From years of practice controlling magic to cast spells, you have learned how to tame the wild flow, and perhaps even use it in ways that others might not consider possible. The Ancient Ascetic is someone who has dedicated their life to the study of magic, and who has perfected the art of melding melee combat with their sorcery, wedding them into a deadly melange of might and magic. Their specialty is using magic to push their body beyond the normal bounds.
The Majority of Ancient Ascetic abilities are magical in nature. **Ascetic abilities may not be used with anything other than blunt weapons or hands and feet.
Prerequisites
- Must be primarily a caster.
- May not be owned in conjunction with any Martial PrC.
- Must have Journeyman skill in Knowledge: Arcana.
- Must have Adept or higher in either Unarmed Combat or Blunt Weapon skill.
<This is where your pricing table will go.>
Flowing Infusion: By channeling a portion of the mana you would otherwise use to cast spells, the Ascetic may enhance various physical traits and characteristics. These abilities may not be countered and activate instantly, though magical mitigation fields may reduce their overall effectiveness. Until level five, only one Flowing Infusion may be active at any time, and all Infusions last for three posts with a two post cool down time. At level five, the Ancient Ascetic may use two Infusions at one time. Unless under the effect of Ascetic's Rage, only one instance of any Infusion may be active at one time. Each infusion reduces spell power by a quarter, and this effect may not be mitigated in any way.
Level One
- Flowing Infusion: The Eternity of Stone: Infusing your flesh with the power of Earth, you gain a twenty five percent increase in resistance to pain and injury. The Ascetic does not feel pain as intensely, and is more difficult to hurt physically. This effect is greatly enhanced if used after casting a spell from the Earth Magic shop, or during the casting of such a spell. If used during or after such a cast, the damage mitigation and pain resistance rises to fifty percent.
- Chakra: By burning one active Infusion, depleting the remainder of its duration in a single burst of mana, the Ascetic may wash away any fatigue generated from physical exertion (this does not include fatigue from casting spells or PrC abilities) and regenerate any wounds they have sustained - lesser wounds will be healed completely, while more serious injuries may only be partly healed, enough to prevent death or to regain some measure of use from badly injured limbs. This ability may be used once per fight.
Level Two
- Disruptive Blow: You imbue your next atack with an incredible concentration of mana. If the blow touches the target, flesh or armor or even weapon, a pulse of concentrated mana will wash through the victim. The effect is immediate; the wave of mana disrupts normal muscle function, causing temporary partial paralysis of the afflicted body part. This effect makes it difficult to control the afflicted limb, reducing coordination and strength substantially. Disruptive Blow cannot affect the torso or head. This effect lasts for two rounds. This ability may be used once per fight.
Level Three
- Flowing Infusion: Wither The Wind Blows: You increase your agility and speed by one quarter, becoming more evasive, swifter in attack and defense, and fleeter of foot. If this ability is used after or during a spell from the Air Magic shop being cast, this bonus increases to fifty percent more than your base speed and agility. This ability may not be used if Haste or Blur have been cast on the Ascetic, and if either is cast on the Ascetic while it is active, Whither the Winds will be canceled.
Level Four
- Potent Strike: By further focusing an active Infusion, you can attack with incredible potency. The strength of the attacks depends on the strength of the Infusion burned to create them. Burning an Infusion for a Potent Strike depletes the remaining duration of any Infusion so spent. Potent Strike may be used twice per fight.
Meteoric Strike [Wedded By Flames]: You focus the Fire mana coursing through your veins into a singularly terrifying strike. Any attack made under the effect of Meteoric Strike hits with enough force to dent heavy armor, break bones, or cause other similar damage. This attack must be made within melee range, and fully commits the Ascetic to the attack, making it difficult to defend the following combat round.
Hurricane Burst [Wither The Wind Blows] You focus the Air mana flowing through your veins into a unbelievably swift attack. Any attack made under the effect of Hurricane Burst propels the Ascetic at high speed a maximum of fifteen feet toward their foe. The Ancient Ascetic is completely committed to the attack while using Hurricane Strike, and may have difficulty defending themselves in the round following the attack.
Landslide Strike [Eternity of Stone]: You focus the Earth mana channeled through your flesh, granting your strike the inevitability of death (and taxes!). Any strike made under the effect of Landslide Strike is extremely difficult to block, deflect, or otherwise turn aside; effective blocks and parries will still transfer the force of the strike, just into the hands and arms of the defender. The attack commits the Ascetic fully to the offensive, and makes it difficult to be on the defensive for the following round.
Level Five
- Ascetic's Rage: You have become so accustomed to channeling the flow of power through your flesh that occasionally you can push what was already beyond the limit a step further. For three rounds after activation, the cool down timers of Flowing Infusions are negated, the spell penalty for Infusions is also negated, and the strength of Infusions are doubled. Additionally, while Ascetic's Rage is active, the Ancient Ascetic may change which Infusion is active up to once per post, and may use two instances of the same Infusion at once, if desired. On the fourth round, Ascetic's Fury will deactivate, and any Infusions active will cease. For three rounds following the end of Ascetic's Rage, all Ancient Ascetic's abilities will be unavailable. This ability is moderately fatiguing, and may be used once per fight.
- Flowing Infusion: Wedded by Flames: You channel Fire through your flesh and blood, increasing your physical strength and stamina by a quarter. If this ability is used following the casting, or during the casting of a Fire Magic shop spell, this boost in stamina is increases to fifty percent more than your normal strength. This ability may not be used while under the effect of Bull's Strength or Draconic Might, and if either spell is cast on the Ascetic while it is active, Wedded by Flames will be canceled.
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¤Ozan[Adm]
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Tue Dec 16, 2014 5:25 pm
Post #11
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- Posts:
- 174
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- Head Admins
- Member
- #11,311
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- Link to Inventory
- http://imythess.com/topic/890132/1/
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- http://imythess.com/topic/5094699/1/
- Link to Extended Description
- http://imythess.com/topic/890122/1/
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Hi! Sorry it took me so long to get to this after being summoned. These last 5 days at work have been really crazy, but now they've calmed down.
Anything I don't mention is fine by me. These abilities are very cool and inventive, so good job.
I was a little confused at first by Flowing Infusion. Generally we put meta-rules in a centered heading at the top (see Radiant for an example).
Level 1 - Eternity of Stone: "twenty five percent increase" isn't standard. Use mild, moderate or major when possible, please. 
Level 2 looks fine.
Level 3 - Whither the Wind Blows: see Level 1 comments
Level 4 - Potent Strike: This is a nitpick, but could you order the types of strikes in the order they're introduced in the PrC? Also, I'm wondering if Meteoric Strike and Landslide Strike are a bit too similar at the moment. Meteoric was meant to be a very damaging strike while Landslide was supposed to be nigh unblockable, right? Could you make that a little more obvious in Meteoric? Because right now Meteoric seems like it too would be difficult to block because of the high force of it.
Level 5 - Ascetic Rage: What a powerful apex! Remove the doubling of the Infusion strength and it'll still be very good and I think that'd be enough to balance it while keeping it a good apex. We tend to not "double" strength of things anymore because doubling is far, far too powerful.
- Wedded by Flames: see Level 1 comments.
I may have more comments after you make these tweaks and I look at it again.
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Luna Moore
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Wed Dec 17, 2014 1:53 am
Post #12
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- Posts:
- 33
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- Role-Players
- Member
- #12,024
- Joined:
- June 1, 2013
- Gender
- Female
- Species
- Human/Sidhe
- Build
- Slight
- Height
- 4'9"
- Weight
- 119
- Age
- 32 (still looks teenish)
- Hair
- Reddish brown
- Eyes
- Brown, faint opalescance
- Skin
- Pale
- Link to Inventory
- http://imythess.com/topic/5171720/1/?x=0#post8056713
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5170113/1/?x=0#post8055011
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Changelog - Changed the descriptors of the infusions, removing hard amounts with more fluid descriptions of the increases.
- Changed the layout of the FI metarule.
- Changed the wording of both Landslide Strike and Meteoric Strike.
- Changed the bonus granted by Ascetics Rage from 'double' to flat out moderate regardless of spells cast or not cast.
Prerequisites Checklist:
- Who am I? Luna Moore, property of one Aeyliea the Great and Terrible.
- Is this character active, at least a few weeks old and unlikely to be removed in the near future? Oh. Oh yes.
- Do I have at least 150 gold sitting on this character's account? ....and then some :3
Why should you accept this custom PrC concept? Specifically revolving around Luna, and maybe others: Her innate skill and talent with magic, mana, and sorcery far outstrips most who call themselves casters and wizards. While it is quite possible to produce magical enhancement effects by casting spells upon yourself, I have always felt it unecessary for someone who is so in tune with the ebb and flow of sorcery to have to stoop to merely casting a spell to achieve these effects. Also, I believe infusing oneself with mana in its raw state should rednered additional effects that mundane spells do not grant. It need not be necessary to be martially skilled for this end, but...well, it won't hurt.
Much.
Ancient Ascetic Custom PrC: Luna Moore
From years of practice controlling magic to cast spells, you have learned how to tame the wild flow, and perhaps even use it in ways that others might not consider possible. The Ancient Ascetic is someone who has dedicated their life to the study of magic, and who has perfected the art of melding melee combat with their sorcery, wedding them into a deadly melange of might and magic. Their specialty is using magic to push their body beyond the normal bounds.
The Majority of Ancient Ascetic abilities are magical in nature. **Ascetic abilities may not be used with anything other than blunt weapons or hands and feet.
Prerequisites
- Must be primarily a caster.
- May not be owned in conjunction with any Martial PrC.
- Must have Journeyman skill in Knowledge: Arcana.
- Must have Adept or higher in either Unarmed Combat or Blunt Weapon skill.
<This is where your pricing table will go.>
Flowing Infusion
By channeling a portion of the mana you would otherwise use to cast spells, the Ascetic may enhance various physical traits and characteristics. These abilities may not be countered and activate instantly, though magical mitigation fields may reduce their overall effectiveness. Until level five, only one Flowing Infusion may be active at any time, and all Infusions last for three posts with a two post cool down time. At level five, the Ancient Ascetic may use two Infusions at one time. Unless under the effect of Ascetic's Rage, only one instance of any Infusion may be active at one time. Each infusion reduces spell power by a quarter, and this effect may not be mitigated in any way.
Level One
- Flowing Infusion: The Eternity of Stone: Infusing your flesh with the power of Earth, you gain a mild increase in resistance to pain and injury. The Ascetic does not feel pain as intensely, and is more difficult to hurt physically. This effect is greatly enhanced if used after casting a spell from the Earth Magic shop, or during the casting of such a spell. If used during or after such a cast, the damage mitigation and pain resistance rises to moderate bonus.
- Chakra: By burning one active Infusion, depleting the remainder of its duration in a single burst of mana, the Ascetic may wash away any fatigue generated from physical exertion (this does not include fatigue from casting spells or PrC abilities) and regenerate any wounds they have sustained - lesser wounds will be healed completely, while more serious injuries may only be partly healed, enough to prevent death or to regain some measure of use from badly injured limbs. This ability may be used once per fight.
Level Two
- Disruptive Blow: You imbue your next atack with an incredible concentration of mana. If the blow touches the target, flesh or armor or even weapon, a pulse of concentrated mana will wash through the victim. The effect is immediate; the wave of mana disrupts normal muscle function, causing temporary partial paralysis of the afflicted body part. This effect makes it difficult to control the afflicted limb, reducing coordination and strength substantially. Disruptive Blow cannot affect the torso or head. This effect lasts for two rounds. This ability may be used once per fight.
Level Three
- Flowing Infusion: Wither The Wind Blows: You increase your agility and speed by a mild amount, becoming more evasive, swifter in attack and defense, and fleeter of foot. If this ability is used after or during a spell from the Air Magic shop being cast, this bonus increases to a moderate boost to your base speed and agility. This ability may not be used if Haste or Blur have been cast on the Ascetic, and if either is cast on the Ascetic while it is active, Whither the Winds will be canceled.
Level Four
- Potent Strike: By further focusing an active Infusion, you can attack with incredible potency. The strength of the attacks depends on the strength of the Infusion burned to create them. Burning an Infusion for a Potent Strike depletes the remaining duration of any Infusion so spent. Potent Strike may be used twice per fight.
Landslide Strike [Eternity of Stone]: You focus the Earth mana channeled through your flesh, granting your strike the inevitability of death (and taxes!). Any strike made under the effect of Landslide Strike is extremely difficult to block, deflect, or otherwise turn aside; effective blocks and parries will still transfer the force of the strike, just into the hands and arms of the defender. This attack gains no special bonus in strength or power over a normal attack. The attack commits the Ascetic fully to the offensive, and makes it difficult to be on the defensive for the following round.
Hurricane Burst [Wither The Wind Blows] You focus the Air mana flowing through your veins into a unbelievably swift attack. Any attack made under the effect of Hurricane Burst propels the Ascetic at high speed a maximum of fifteen feet toward their foe. The Ancient Ascetic is completely committed to the attack while using Hurricane Strike, and may have difficulty defending themselves in the round following the attack.
Meteoric Strike [Wedded By Flames]: You focus the Fire mana coursing through your veins into a singularly terrifying strike. Any attack made under the effect of Meteoric Strike hits with enough force to dent heavy armor, break bones, or cause other similar damage. This attack is not unblockable, merely exceedingly powerful. This attack must be made within melee range, and fully commits the Ascetic to the attack, making it difficult to defend the following combat round.
Level Five
- Ascetic's Rage: You have become so accustomed to channeling the flow of power through your flesh that occasionally you can push what was already beyond the limit a step further. For three rounds after activation, the cool down timers of Flowing Infusions are negated, the spell penalty for Infusions is also negated, and the strength of active Infusions rises to a moderate bonus - regardless of whether an appropriate spell is cast. Additionally, while Ascetic's Rage is active, the Ancient Ascetic may change which Infusion is active up to once per post, and may use two instances of the same Infusion at once, if desired. On the fourth round, Ascetic's Fury will deactivate, and any Infusions active will cease. For three rounds following the end of Ascetic's Rage, all Ancient Ascetic's abilities will be unavailable. This ability is moderately fatiguing, and may be used once per fight.
- Flowing Infusion: Wedded by Flames: You channel Fire through your flesh and blood, increasing your physical strength and stamina by a a mild amount. If this ability is used following the casting, or during the casting of a Fire Magic shop spell, this bonus increases to a moderate boost to strength and stamina. This ability may not be used while under the effect of Bull's Strength or Draconic Might, and if either spell is cast on the Ascetic while it is active, Wedded by Flames will be canceled.
Edited by Aeyliea, Thu Dec 18, 2014 4:30 am.
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Leyanni[Adm]
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Mon Dec 22, 2014 9:22 pm
Post #13
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- Posts:
- 150
- Group:
- Admins
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- #11,267
- Joined:
- April 30, 2010
- Gender
- Female
- Species
- Half-Elven
- Height
- 5'7"
- Age
- 28
- Hair
- Black
- Eyes
- Yellow
- Skin
- Dark Brown
- Name
- Leyanni Kah
- Link to Inventory
- http://imythess.com/topic/890145/1/
- Link to Alt Registry
- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
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Prican
100 75 75 150 200
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¤Ozan[Adm]
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Sun Dec 28, 2014 1:49 pm
Post #14
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- Posts:
- 174
- Group:
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- Link to Inventory
- http://imythess.com/topic/890132/1/
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- Link to Extended Description
- http://imythess.com/topic/890122/1/
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I'll accept this if you do the following changes and add the pricing table. Should be able to accept it tonight, then.
Since your cPrC description is not clear which abilities are magical and which are non-magical, please clarify that in ability descriptions.
Metarules: Remove "These abilities may not be countered and activate instantly, though magical mitigation fields may reduce their overall effectiveness." I will allow them to activate quickly, but not instantly, and I will not allow them to be uncounterable (I generally don't allow any explicitly uncounterable abilities to exist). It's advantageous enough that they can be cast while casting a normal spell, so you might want to mention that. Countering rules shouldn't be mentioned in the metarule because they will follow case-by-case countering rules.
Everything else looks fine, including Ley's suggested prices.
If I'm not around later today and Aey has made my requested changes in full, I give the staff permission to auto-accept the cPrC in my stead by treating it as if I was here and approved it manually.
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Luna Moore
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Sun Dec 28, 2014 2:05 pm
Post #15
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- Posts:
- 33
- Group:
- Role-Players
- Member
- #12,024
- Joined:
- June 1, 2013
- Gender
- Female
- Species
- Human/Sidhe
- Build
- Slight
- Height
- 4'9"
- Weight
- 119
- Age
- 32 (still looks teenish)
- Hair
- Reddish brown
- Eyes
- Brown, faint opalescance
- Skin
- Pale
- Link to Inventory
- http://imythess.com/topic/5171720/1/?x=0#post8056713
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5170113/1/?x=0#post8055011
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Ancient Ascetic Custom PrC: Luna Moore
From years of practice controlling magic to cast spells, you have learned how to tame the wild flow, and perhaps even use it in ways that others might not consider possible. The Ancient Ascetic is someone who has dedicated their life to the study of magic, and who has perfected the art of melding melee combat with their sorcery, wedding them into a deadly melange of might and magic. Their specialty is using magic to push their body beyond the normal bounds.
Ancient Ascetic abilities are magical in nature. **Ascetic abilities may not be used with anything other than blunt weapons or hands and feet.
Prerequisites
- Must be primarily a caster.
- May not be owned in conjunction with any Martial PrC.
- Must have Journeyman skill in Knowledge: Arcana.
- Must have Adept or higher in either Unarmed Combat or Blunt Weapon skill.
| Training Costs |
|---|
| Level One | Level Two | Level Three | Level Four | Level Five |
|---|
| RPer | 100 | | IRPer | 90 | | ARPer | 75 | | ERPer | 60 | | Selling | 50 |
| | RPer | 75 | | IRPer | 70 | | ARPer | 55 | | ERPer | 45 | | Selling | 40 |
| | RPer | 75 | | IRPer | 70 | | ARPer | 55 | | ERPer | 45 | | Selling | 40 |
| | RPer | 150 | | IRPer | 135 | | ARPer | 115 | | ERPer | 90 | | Selling | 75 |
| | RPer | 200 | | IRPer | 180 | | ARPer | 150 | | ERPer | 120 | | Selling | 100 |
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Flowing Infusion
By channeling a portion of the mana you would otherwise use to cast spells, the Ascetic may enhance various physical traits and characteristics. These abilities may be activated quickly, and may be activated at the same time a spell is being cast. Until level five, only one Flowing Infusion may be active at any time, and all Infusions last for three posts with a two post cool down time. At level five, the Ancient Ascetic may use two Infusions at one time. Unless under the effect of Ascetic's Rage, only one instance of any Infusion may be active at one time. Each infusion reduces spell power by a quarter, and this effect may not be mitigated in any way.
Level One
- Flowing Infusion: The Eternity of Stone: Infusing your flesh with the power of Earth, you gain a mild increase in resistance to pain and injury. The Ascetic does not feel pain as intensely, and is more difficult to hurt physically. This effect is greatly enhanced if used after casting a spell from the Earth Magic shop, or during the casting of such a spell. If used during or after such a cast, the damage mitigation and pain resistance rises to moderate bonus.
- Chakra: By burning one active Infusion, depleting the remainder of its duration in a single burst of mana, the Ascetic may wash away any fatigue generated from physical exertion (this does not include fatigue from casting spells or PrC abilities) and regenerate any wounds they have sustained - lesser wounds will be healed completely, while more serious injuries may only be partly healed, enough to prevent death or to regain some measure of use from badly injured limbs. This ability may be used once per fight.
Level Two
- Disruptive Blow: You imbue your next atack with an incredible concentration of mana. If the blow touches the target, flesh or armor or even weapon, a pulse of concentrated mana will wash through the victim. The effect is immediate; the wave of mana disrupts normal muscle function, causing temporary partial paralysis of the afflicted body part. This effect makes it difficult to control the afflicted limb, reducing coordination and strength substantially. Disruptive Blow cannot affect the torso or head. This effect lasts for two rounds. This ability may be used once per fight.
Level Three
- Flowing Infusion: Wither The Wind Blows: You increase your agility and speed by a mild amount, becoming more evasive, swifter in attack and defense, and fleeter of foot. If this ability is used after or during a spell from the Air Magic shop being cast, this bonus increases to a moderate boost to your base speed and agility. This ability may not be used if Haste or Blur have been cast on the Ascetic, and if either is cast on the Ascetic while it is active, Whither the Winds will be canceled.
Level Four
- Potent Strike: By further focusing an active Infusion, you can attack with incredible potency. The strength of the attacks depends on the strength of the Infusion burned to create them. Burning an Infusion for a Potent Strike depletes the remaining duration of any Infusion so spent. Potent Strike may be used twice per fight.
Landslide Strike [Eternity of Stone]: You focus the Earth mana channeled through your flesh, granting your strike the inevitability of death (and taxes!). Any strike made under the effect of Landslide Strike is extremely difficult to block, deflect, or otherwise turn aside; effective blocks and parries will still transfer the force of the strike, just into the hands and arms of the defender. This attack gains no special bonus in strength or power over a normal attack. The attack commits the Ascetic fully to the offensive, and makes it difficult to be on the defensive for the following round.
Hurricane Burst [Wither The Wind Blows] You focus the Air mana flowing through your veins into a unbelievably swift attack. Any attack made under the effect of Hurricane Burst propels the Ascetic at high speed a maximum of fifteen feet toward their foe. The Ancient Ascetic is completely committed to the attack while using Hurricane Strike, and may have difficulty defending themselves in the round following the attack.
Meteoric Strike [Wedded By Flames]: You focus the Fire mana coursing through your veins into a singularly terrifying strike. Any attack made under the effect of Meteoric Strike hits with enough force to dent heavy armor, break bones, or cause other similar damage. This attack is not unblockable, merely exceedingly powerful. This attack must be made within melee range, and fully commits the Ascetic to the attack, making it difficult to defend the following combat round.
Level Five
- Ascetic's Rage: You have become so accustomed to channeling the flow of power through your flesh that occasionally you can push what was already beyond the limit a step further. For three rounds after activation, the cool down timers of Flowing Infusions are negated, the spell penalty for Infusions is also negated, and the strength of active Infusions rises to a moderate bonus - regardless of whether an appropriate spell is cast. Additionally, while Ascetic's Rage is active, the Ancient Ascetic may change which Infusion is active up to once per post, and may use two instances of the same Infusion at once, if desired. On the fourth round, Ascetic's Fury will deactivate, and any Infusions active will cease. For three rounds following the end of Ascetic's Rage, all Ancient Ascetic's abilities will be unavailable. This ability is moderately fatiguing, and may be used once per fight.
- Flowing Infusion: Wedded by Flames: You channel Fire through your flesh and blood, increasing your physical strength and stamina by a a mild amount. If this ability is used following the casting, or during the casting of a Fire Magic shop spell, this bonus increases to a moderate boost to strength and stamina. This ability may not be used while under the effect of Bull's Strength or Draconic Might, and if either spell is cast on the Ascetic while it is active, Wedded by Flames will be canceled.
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